Debugging a watchOS install from phone - swiftui

I have an iOS app that I added a WatchOS to. I paired simulators, works fine. I build it for my iPhone, it runs fine. When I try to install the watch app to the watch from my phone, I get a generic error. The watch has plenty of storage. How can I see a log of why it refuses to install? image of the error
The error dialog on the watch says “This app cannot be installed because its integrity could not be verified“
Update: Could it be because another developer originally made the iOS project so it has a package name for his account? com.<hisName>... and since I am signing with my account, I would need to change the package name to com.<myName>.AppName & com.<myName>.AppName.watchkitapp?

Solved. The bundle IDs matched but they needed to be for my account since I was signing it. I added my watch to my account too (UIDD). I was able to also build straight to my watch if I desired while my phone was tethered to my laptop. When I installed a new iOS app, the watch app was automatically installed for me too.

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expo dev client application doesn't open

I'm trying to use expo-dev-client to add react-native-sms-retriever library to my project because expo doesn't have a library that supports reading sms messages. In expo documentation, it's suggested that I should use expo-dev-client to add custom native code. You can see the documentation here: https://docs.expo.dev/workflow/customizing/#developing-apps-with-custom-native-code
I followed all of the steps in starting guide for expo-dev-client. https://docs.expo.dev/clients/getting-started/
But when I start my app using "expo start --dev-client" and run on android, a white screen is shown for a second and then I'm redirected to expo go application page.
in console, the following 2 lines are written:
› Opening on Android...
› Opening com.droppgroup.masterclean://expo-development-client/?url=http%3A%2F%2F127.0.0.1%3A8081 on LDN_L21
I tried this on real device and 2 other emulators but I got the same result. I reinstalled expo go application and it still doesn't work.
Any suggestions on what I can do to make this work?
The issue may be a problem with Expo config plugins, which configure native code for an Expo project, by configuring Info.plist for example. I am currently experiencing a similar issue, though after scanning the QR code, I am directed to a black screen in my Expo Dev Client which crashes and takes me back to the home page. The Dev Client worked perfected until I ran expo add react-native-bluetooth-classic, since I am trying to access iOS bluetooth APIs. I am currently working on this issue, but I just wanted to point you in the direction of config plugins since the examples Expo gives for customizing your runtime have config plugins registred in the "plugins" property of app.json.
It may be necessary to create your own plugin, though I am unsure.
Please let me know if you come up with any fixes, and so will I.

Install attribution with expo branch.io SDK and Ad Partner link

I am trying to test branch.io install attribution from Ad Partner links within branch.io to my Android and iOS apps.
I have followed https://docs.expo.io/versions/latest/sdk/branch/ to install and configure branch in expo, but now I don't know what to do within my apps to communicate an app install back to branch.io, and I haven't been able to find any assistance elsewhere, even from branch.io.
Additionally, how can I test this functionality without deploying the apps to the app stores?
Expo is not supported currently. If you are on Expo workflow please eject your app as mentioned here. You'd also need to ensure that the Google Advertising IDs(GAID) can be captured for attribution.
For testing, you can host your APK on your website(TestFight/Firebase for iOS). Deep Linking and attribution will work regardless of the store download location.

Titanium app not opening android N

Appcelerator application is not opening after installation. I tried one android module which was invoked in index.js to check if device datetime was enabled.When i commented this module reference from tiapp.xml, it worked. But i need this module. Please help on this.
Which version of Titanium SDK are you using? If we consider that you are using SDK 6.0 and above, then for Android modules, you need to re-build them with Titanium SDK 6.0 to make it compatible. For this reason if you remove the module it is working fine. Can you rebuild the module using the updated SDK and confirm.
I found the root cause is that Camera,Location,Storage,Calendar permissions are not getting set on app launch. Once i enable them manually via device app settings its working. I tried to set these permissions via example in
http://docs.appcelerator.com/platform/latest/#!/api/Titanium.Android Permissions section but not getting set. Please advise how to set permissions in Android N

Ionic.io 2, Apple Application Loader, Missing Code-Signing Certificate

I'm using Ionic.io to build an Ionic 2 project and generate an .ipa (for upload to Apple's TestFlight).
When I try to upload my development .ipa file using Apple Application Uploader I get the following error:
Invalid Provisioning Profile. The provisioning profile included in the
bundle xxx.xxx.xxxx [Payload/xxx.app] is invalid. [Missing
code-signing certificate]. A Distribution Provisioning profile should
be used when submitting apps to the App Store. For more information,
visit the iOS Developer Portal."
The .ipa file is being generated by ionic.io
Ionic.io security profiles and certificates have been created as per instructions here (have tried on both Windows and Mac):
http://docs.ionic.io/services/profiles/
I've reviewed the document many times and have created keys multiple times (in case something was missed).
I'm building development with the following command. My understanding is we don't want to use "--release" because that's only for the production profile. In fact, the ionic.io package fails to build if this parameter is specified for dev.
ionic package build ios --profile dev
Push notifications are not enabled.
I posted this to the Ionic2 forum too but there has been no resolution.
Has anyone got this to work or have any ideas?
You need a mac to sign your app with a Provisioning Profile
First Build your app
ionic build ios
Then Open your app with Xcode. you can find the the project in your xcode project
ionicProject > platforms > iOS > ionicProject.xcodeproj
You need to make sure your Xcode account is setup
Click on Xcode > Preferences... > click on the plus sign
once your account is linked and you have downloed all your Provisioning profiles you can click on your project on the left
and under General you can add your Provisioning Profile below signing
This answer adds additional detail to LeRoy's answer. Because ionic.io is currently broken, the work around is to use a Mac to generate the .ipa. Note that this successfully generates a "debug" .ipa. But the steps should be similar to generate a release .ipa.
Needed a mac in a hurry so signed up for a macincloud.com account which came pre-installed with Xcode version 8.2.1.
Setup iOS security profiles as per ionic.io documentation here: http://docs.ionic.io/services/profiles/. The documentation steps are clear. I followed all steps including adding profiles to ionic.io. I was able to create using Windows and Mac. Ultimately I decided to use the Mac generated security profiles (but I don't think this mattered).
Copied my entire Ionic 2 project to the Mac.
Ran on cmd line: ionic resources
For safety, ran on cmd line: ionic platform remove ios and then ionic platform add ios.
Ran on the cmd line: ionic build ios
This generates an xCode project.
Open Xcode application. Choose open another project and select file: /platforms/ios/[project].xcodeproj
Open Xcode. In preferences > accounts added my apple account and clicked the download button.
Select Generic iOS Device
Select Generic iOS Device
In project settings > Targets > General tab: checked Automatically manage signing and selected my profile from drop down. Sometimes I had to check/uncheck this to force it to work.
Xcode complained about a signing mismatch. In project settings > Targets > Build Settings tab: change Code Signing Identity to iOS Developer. Sometimes I had to add/remove the ios platform again to get around this error.
Xcode menu Product > Archive. Followed prompts to upload to iTunes.

Chartboost sample app not showing Ads

I am trying to integrate a tool Chartboost into our game.
We are using following tools for development.
Xcode 5.0.2.
Latest ChartBoost Library.
Deployment target being iOS 6.1.
Base SDK being iOS 7.0.
Game Engine Cocos2d-x ( C++ ).
In order to use ChartBoost I followed these steps.
Created an account at Chartboost.
Added an app
Platform: iOS
Nick Name: Added
-Test Mode: Enabled
and Its showing the App Id and App signature.
Added a Campaign.
-Its On.
-CampaignStart and End are blank, so it will be effective as soon as possible.
-Filter By Bundle verion is Min 1.0 and Max blank .(already tried by keeping both blank.)
-Selected the App I added ,as the app where this campaign will run.
-Campaign Logic: Added test device with UUID.
-Rest of the options are untouched.
For test purpose I downloaded and used the sample iOS project provided at ChartBoost site. I replaced the App Id and App signature with my App's ID and Signature.On running the app, it does not display any ads. It logs messages like :
-failure to load interstitial at location Default
-failure to load interstitial at location Pause screen
-failure to load more apps
-failure to load interstitial at location After level 1
I am not able to conclude what wrong I have done! Please help on this issue.
PS:
1. I have already received a mail from ChartBoost mentioning I have successfully integrated the SDK, and in front of added app , the SDK and Frame icons are lit(green), which essentially shows , I have integrated the SDK correctly.
2.Our game is still under development and as we are using the Cocos2d-x which is c++ Game engine ,so we will be using some wrapper to call the ChartBoost library. Once we get the idea how it works on native platform.
In Chartboost sometimes it happens that you have set in the Chartboost dashboard that your game is in "Landscape" mode for example.
While your game is actually running in portrait mode.
In such cases you will get these errors.
Make both these same. Either change in the Chartboost dashboard for your app or change in the game's project file :)